const ComposerShader = {
  vertexShader: /* glsl */ `
  varying vec2 vUv;

			void main() {

				vUv = uv;

				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

			}`,

  fragmentShader: /* glsl */ `
uniform sampler2D baseTexture;
			uniform sampler2D bloomTexture;

			varying vec2 vUv;

			void main() {

				gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );

			}
`,
};

export default ComposerShader;
